Feng combos

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Notation summary for combos
Symbol Meaning
1 Left Punch
2 Right Punch
3 Left kick
4 Right kick
u Up
d Down
f Forward
b Backward
uf Up and forward
df Down and forward
ub Up and backward
db Down and backward
n Neutral
Symbol Meaning
U Up (Hold)
D Down (Hold)
F Forward (Hold)
B Backward (Hold)
UF Up and forward (Hold)
DF Down and forward (Hold)
UB Up and backward (Hold)
DB Down and backward (Hold)
Symbol Meaning
+ Pressed together
# Pressed together, on the same frame
,[1] Followed by
~ Followed by, immediately
: Followed by, tight input window
< Followed by, with delayed input
>
* Held input
Symbol Meaning
.[1] From stance
~ From stance transition[2]
H During Heat[3]
R Rage
FC Full crouch
hFC Half crouch
ws While standing
wr While running
Symbol Meaning
T! Tornado
W! Wall splat
WB! Wall break
F! Floor break
BB! Balcony break
Symbol Meaning Example Example Meaning
CH Counter hit CH 1,2,3 1,2,3 where the first hit is a counter hit
CL Clean hit CL db+4 db+4 with a clean hit
(?) Whiffed or blocked moves CH (1,2),3 1,2,3 where the third hit is a counter hit
(2,2),2 2,2,2 where the first two hits whiff
(x?) Repeat string ? times b+2,f~n(x3) b+2,f~n repeated 3 times
[?; ?] Damage dealt; recoverable damage [50; 12] ws2,3 f,F+3 Combo deals 50 damage, 12 of which is recoverable
  1. 1.0 1.1 Should never have a space immediately after it.
  2. Not "for stance transition", which has no special notation and is written the same as any other input.
  3. Not Heat Available, which is not notated, since the only move done from that is Heat Burst, which is simply written 2+3.

Bread n' butter

Bread n' butter combos are juggles that:

  • Work on as many different launchers as possible
  • Work on all body sizes

Launchers that require unique combos go straight to § Staples.

Regular launch (e.g. uf+4, ws3, f+3,4)
df+1 f,F+4>3, df+4,2,1+2 T! run up uf+3 df+4,3 [51] for wall carry
df+1 f,F+4>3, df+4,2,1+2 T! run up db+1,2,4 [53] for floor break
Off-axis launch (e.g. uf+4, ws3, f+3,4)
f+3,2 df+1 dash df+4,2,1+2 T! run up uf+3 dash df+4,3 [46] for wall carry
f+4,2 T! run up uf+3 db+1,2,4 [50] for floor break
Instant T! launch (e.g. df+3, KNP.3)
dash uf+3 f,F+4>3 1 dash df+4,2 immediate f,F+3 oki [38 + 10 chip damage oB]
dash uf+3 b+3 1 db+1,2,4 [43] for floor break


Mini-combos

CH b+1, b1+2
[44] If needed, you can dash after b+1 to land b+1+2
CH b+3, f,F+3
[58] Leaves the opponent FUFT. When done at the wall, hold F after f, F+3 to enter STC for mixup

Staples

Staple combos are juggles that:

  • Can be done consistently by a skilled player
  • Either work on all body sizes, or the characters it does work on are comprehensively listed
  • Are not strictly worse than another combo listed in terms of difficulty, damage, wall carry, and oki
[13] uf+4
[+59] f,F+4>3 df+4,2,1+2 T! run up SSL uf+3 db+1,2,4 for floor break
[+53] df+1 f,F+4,>3 df+4,2,1+2 T! run up SSL db+1,2,4 for floor break
[+53] df+1 f,F+4,>3 1 dash 1 dash df+4,2,1+2 T! run up uf+3 dash df+4,3 for wall carry
[42 + 10 chip damage oB] f,F+4>3 df+4,2,1+2 T! (df+4),3 f,f+3 oki


[0] Low parry
[20] KNP.3
[21] df+3
[+49] dash uf+3 f,F+4>3 1 microdash db+1,2,4 for floor break
[+40 + 10 chip damage oB] dash uf+3 f,F+4>3 3,3 f,F+3 oki (buffer f,n,F when 3,3 is about to recover and then input 3 while the opponent is just about to touch the ground so f,f+3 would track both tech rolls and catch back quick rolls and kip up)


Wall

Regular carry (30% scaling)
T! available, W! into d/f+3 T! into b+1+2 into d/b+1, 2, 4, 36 conversion damage
T! available, W! into d/f+3 T! into b+1+2 into f+3, 2 into b+1+2, 35 conversion damage
T! available, W! into d+1+2, 1 T! into f+3, 2 into b+1+2, 31 conversion damage
T! available, W! into d+1+2, 1 T! into d/b+1, 2, 4, 31 conversion damage
T! available, W! f+4, 2 T! into SSL 1+2 into b+1+2, 32 conversion damage
T! unavailable, W! f+3, 2 into b+1+2, 23 conversion damage
T! unavailable, W! d/b+1, 2, 4, 23 conversion damage
Hard wall splat
back dash or sidestep into u/f+3 W! into d/f+3 T! into b+1+2 into d/b+1, 2, 4, 54 conversion damage
back dash or sidestep into u/f+3 W! into d/f+3 T! into b+1+2 into 1, 3 into b+1+2, 53 conversion damage
back dash or sidestep into u/f+3 W! into f+4, 2 T! into SSL 1+2 into b+1+2, 49 conversion damage
back dash or sidestep into u/f+3 W! into d+1+2, 1 T! into f+3, 2 into b+1+2, 46 conversion damage
back dash or sidestep into u/f+3 W! into d+1+2, 1 T! into d/b+1, 2, 4, 46 conversion damage

Float

1
combo when you anti-air with jab here

Back-turned opponent

u/f+4
launch into f+4, 2 T! into run up u/f+3 into d/b+1, 2, 4, 50 conversion damage for floor break
d/b+1, 2, 4
60 damage

Stage hazard

Secluded Training Ground
big boy break all the walls combo here

Extras

Extra combos are juggles that are:

  • Strictly worse than one of the § Staples; or
  • Too inconsistent to be a staple; or
  • Joke combos for style points.
Instant T! launch while heat is active

doesn't work against bears and jack (short legged characters)

[+65] dash uf+3 f,F+4>3 3,3 nano dash b+1+2~F dash uf+3 f,F+4>3 nano walk forward b+1+2 for damage
[+63] dash uf+3 f,F+4>3 3,3 nano dash b+1+2~F dash uf+3 db+1,2,4 for floor break
[+61] dash uf+3 f,F+4>3 3,3 nano dash b+1+2~F dash uf+3 1 dash 1 dash df+4,3 for wall carry
CS launch while heat is active

doesn't work against bears and jack (short legged characters)

[+70] uf+3 f,F+4>3 3,3 nano dash b+1+2~F dash uf+3 dash df+4,2,1+2 T! run up uf+3 dash df+4,3 for wall carry
[+68] uf+3 f,F+4>3 3,3 nano dash b+1+2~F dash uf+3 f+4,2 T! run up f+4,3 for floor break
CH KNP 1 or CH BT d+1 with heat burst
[68] CH KNP1_BT d+1 cc d+4 iWS4 HB dash uf+3 iWS2 dash df+4,2,1+2 T! run up uf+3 dash df+4,3